Masterfork Overhaul (BETA)

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Authors: Zeyon, Blu3

Last revision: 8 May at 17:00 UTC (6)

File size: 150.98 MB

On Steam Workshop

Description:
Note: This mod is in early beta, which means you will encounter bugs/broken items/sprites/textures/creatures, etc.. Please be patient while I am investigating and fixing them. Thank you.
An extensive overhaul of Dwarf Fortress inspired by the Masterwork mod

For author credits check the information_and_credits.txt file included in the mod.

Due to the overhaul nature of the mod, it’s unlikely to be compatiable with other mods.
Mostly a standalone mod; check the first mod screenshot for the correct mod load order.

General Changes
    Environment
    • Forests are thicker and denser, with many new plants to use and discover across the world
    • Varied grass colors depending on the climate; from yellow windswept grass on tropical savannas, to dark green underbrush in tropical rainforests
    • 2.5D walls make the environment really pop
    • Animated flowing water
    Music
    • Over an hour of new music tracks imported from Soundsense by the very talented Simon Swerwer
    Worldgen
    • Older worlds are significantly more stable, with worlds over 1,000 years with stable civilizations very common.
    Skills
    • Every civ creature has had their global skill learning speed reduced by 50%, resulting in highly skilled individuals being quite rare. Humans are less affected by the learning reduction.
    Combat
    • Intelligent creatures now have an adrenaline response when entering combat, which slows down the combat and makes them more stubborn and willing to fight to the bitter end. Effect fades over time.
    • Organs bleed significantly more, with non-vital parts bleeding less.
    • Reduced pain for non-organ tissues, significantly increased pain for organs.
    • Many tweaks to the bodies of living creatures to make combat feel more impactful and decisive.
    Necromancy
    • Longer cooldown before they can reanimate bodies/bodyparts
    • Able to summon skeleton minions on a long cooldown
    • Appear far less frequently during worldgen
    Vampires
    • Reworked vampires to be weaker as a baseline, but get significant boosts to their stats after a bloodmeal. No longer objectively being a boost, but with upsides and downsides.
    • Vampires are now much more private about revealing information about themselves
Weapons & Armor
    Armor
    • New heavy plate armor usable by dwarves and orcs
    • Fixed many outstanding bugs with armor/clothing
    • New armor material combinations
    • Armor can be layered in new ways
    Weapons
    • Dwarves, and to a lesser extent humans, have access to rifles, pistols and blunderbusses
    • New arsenal of melee weapons
    • Heavier and more powerful siege crossbows and longbows
Creatures
    General Creature Changes
    • Every single vanilla creature had been tweaked in some way, with many bugfixes, flavor additions, or new features.
    • Many new flavorful descriptions thanks to Modest Mod
    • Civilized creatures no longer use scratching attacks and use bite attacks less frequently with bites’ momentum being reduced by 50%
    • Monster type creatures have tougher body materials such as bones, scales, skin, etc and can be made into strong and valuable armor.
    • Some creatures provide alternative materials such as fur, which is very valuable as clothing but useless as protection, and hides which are stronger leather and more valuable and durable.
    • Some particularly scary creatures emit an aura of fear around them
    Dwarves
    • Rare guild castes that learn their tagged skills (indicated by * next to the skill) significantly faster than other civ races in the addition of having no skill rust, but learn non tagged skills significantly slower.
    • Personality tweaks to reduce the likelyhood of them seeking immortality
    Humans
    • New noble caste that lead human kingdoms and have better average stats and self-serving personalities
    Elves
    • Renamed to Forest Elves to distinguish them from their high elven cousins
    • Tweaked personality values to reflect their vain and dismissive nature
    Goblins
    • Very old goblins are larger (1,000 years)
    • Greater number during worldgen
    • Tweaked personality values to reflect self-serving and antagonistic behaviour
    Kobolds
    • No longer a civ but spawn in the deep places of the world similar to gorlaks and can join civilizations.
    New Creatures
    • Over 50 additional creatures that roam the world
    • New civilized creatures, including halflings, orcs, high elves
    • Additional megabeasts/semimegabeasts
Reactions
  • Over 1000 new reactions added to the game
  • New alternative recipes that may require an additional step but is more efficient (such as crushing ore before smelting it)
  • A new late-game forge is available to the dwarves called the Magma foundry that unlocks alternative recipes and exotic metals.

Metals
  • Many new metals added for early-game, mid-game, end-game and various alloys, such as; antimony, antimonial lead, mithril, cobalt, volcanite, dwarfsteel, titansteel, orichalcum, tungsten, and many more
  • Bronze is sharper than iron and steel is sharper than bronze.

Civilizations
  • Many tweaks to how entities (civs) spread across the world, such as humans being able to inhabit more biomes, dwarves spreading more rapidly across the mountains, and elves being able to settle disconnected forests
  • Values and ethics are tweaked for almost every entity, such as humans have slavery banned and have weighted values that makes them value trade and order, and (forest) elves not starting wars as often, and many more changes.
  • Every entity have dynamic cultural values instead of being static
  • Additional friendly spheres that make sense thematically

… and so many other changes

If you’ve got any questions be sure to check out the FAQ in the discussions section or join our discord! (link on the github)